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Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.

It only seems like 5 minutes, although even 2 minutes is a bit outside but not by much.
 
Explosives: Doubling the amount adds a Die to the damage. Plastic and TDX do not have any weights listed to calculate "amounts."

Exactly. What is a single "dose" of each explosive to attain the listed results. kilograms?

Also, a question about exceptional success/failure as to how it applies to combat results. How does an exceptional success on a hit modify the damage inflicted? How bad does an exceptional failure damage the offending weapon and/or operator?
 
Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.

It can take up to 5 minutes for certain super-heavy loads, or when accelerating uphill. Or when driving on super icy roads and ice roads.

My buddies who drive truck usually are in 12-18 gear rigs. But they drive in Alaska. And extra low gears are supposedly useful (according to them, absolutely essential) on ice. Plus, Alaska allows over 100' overall combination in certain corridors. I've driven past triple 20's, and double 40's, pretty routinely on the Glenn. I've driven past a couple triple-30's, too. (The Glenn is allowed, in summer, 120' overall, no more than 48' per trailer, nor over a limit of 12,500 lbs per axle in some parts. Limit on tires is 600 lbs per inch of width...)

I've seen truckers take well over a minute to 60 on Oregon highways, too, and those from rolling starts as they made a turn. Got stuck behind one last week - log hauler, heading uphill. Single about 50' load... of over a dozen 4'+ trees. On Oregon 34, eastbound from mile 47. And then, he had to slow down for the S-curves.

The high end of commercial standard single-set gearboxes are 18 speed. I've known a couple truckers who talked of putting a brownie box (second gearbox) on an 8 or 10 speed transmission, so as to have even lower gearings.

http://dnr.alaska.gov/ag/Index/Chapter25.pdf
 
Ship quirks are like curses, in most cases they should be removable if you throw enough money and resources at them.

But another one pops up per decade.
 
There is no mention of actually "detecting" nor "tracking" and enemy ship.
That is considered trivial according to p150. Note that rangeband Distant is not limited, but extends quite far in the Core book.


Critical Hit effects.
...
For a "crit" an effect of 6 and inflicting damage is required.
Size of the vessel doesn't play in to this? So the same weapon is as likely to crit a Sylean battleship as a scout ship.
The Core book system is only intended for the ships in the Core book, so max Mercenary Cruiser. HG uses a different crit systems for larger ships, a battleship is not likely to be inconvenienced by crits from anything less than a spinal.


"The severity of the crit is equal to the damage..divided by 10."

One beam laser has no chance of a crit (1D hits) It requires at least 7 beam lasers (1D+1/laser) to even have the possibility to inflict enough damage to score a crit on an AV2 ship. It would require at least 10 to do so reliably.
No:
Core said:
The Severity of the critical hit is equal to the damage the spacecraft has taken from the attack, divided by ten (rounding up).
1 damage is severity 1, 11 damage is severity 2.

Note that there is no mechanism to resolve several laser turrets with a single roll, so you can't add laser damage the way you described. Each turret rolls separately.

1D+1/laser
? A beam laser does 1D damage, not 1D+1.



On the other hand, a salvo of 10 beam lasers ...
Sadly no salvoes for lasers, only missiles...


Weapon: "Random weapon disabled" Does this mean a turret or just one weapon within a turret?
Turrets are mounts, lasers and missile racks are weapons, according to "Mounting Weapons" on p157-158.
 
Dodging pg. 72

"A Traveller who is dodging will inflict a penalty equal to his DEX DM or Athletics (dexterity) whichever is higher to the attackers roll."

So, only those people with a DEX of 9+ can dodge to any meaningful advantage? And only those with Athletics ranks can make a skill check?
No Athletics roll implied, note the lack of the words roll or check.
Use Dex DM or, if you have Athletics, Athletics skill + Dex DM.
 
Starship Operations:
Pg. 145

Repairs and Maintenance:
"Maintenance costs 0.1% of the total purchase price of the ship per year, and should be carried out each month (divide by 12 to find monthly cost. Once per year this should be performed at a shipyard."
The cost is still only 0.1% per year.
 
Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.

As a former truck driver having driven singles, doubles triples and tankers and dumps, I can tell you that 0-60 is horribly time consuming, especially when loaded and using all 18 gears and hauling 105,000 lbs.

1st: 3 mph
2nd: 5 mph
3rd: 7 mph
4th: 10 mph (tractor is now exiting the intersection; trailer is still in it)
(split to high range)
5th: 14
6th (or 5th overdrive): 20
7th: 26
8th (7th OD: 36
9th: 40
10th (9th OD): 45
11th: 50
12th (11th OD): 57 to the limiter

at 3-5 seconds per gear that's still 40-60 seconds 0-60.
 
Note that there is no mechanism to resolve several laser turrets with a single roll, so you can't add laser damage the way you described. Each turret rolls separately.


? A beam laser does 1D damage, not 1D+1.

pg 158 double and triple turrets add +1 per damage dice. So a Double Beam laser would do 1D+1, while a triple would do 1D+2. So MAX damage from a triple laser is 8 points, plus 6 for a crit "to hit roll" means max damage is 14. At best a severity 2 hit.

And missiles DO NOT get the bonus damage...so yes, my examples are all wrong.

I would allow fire direction to coordinate multiple attacks, such as a fighter squadron or multiple turrets on a single ship targeting a single enemy.






Sadly no salvoes for Missiles, only lasers...
 
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I misread the critical hit rules, and have revised my earlier post to reflect that.

Ill be working with the Vehicle book next.
 
No Athletics roll implied, note the lack of the words roll or check.
Use Dex DM or, if you have Athletics, Athletics skill + Dex DM.

This still doesn't change what I stated before, ONLY those with a High DEX or Athletics rank will have ANY chance at dodging. This is a bad rule.

Everyone should have a CHANCE to dodge, otherwise why bother? Take that VRFGG burst head on....

Hence my suggested change to a DEX or Athletics check rather than just applying a DM.
(Or make the attack opposed)
 
Vehicles 2e.

I expect this to be lengthy and controversial.

First off, why in the world are Vehicles based on Volume rather than Mass? Vehicles are not sealed like starships requiring everything fit within the hull IN ORDER TO FIT INSIDE A JUMP BUBBLE!

Vehicles are only limited by two things: MASS of the vehicle and POWER required to move it. Neither of which are included in the Vehicles design book. I find this to be a HUGE oversight.

Chassis Type.
There are 20 listed core Chassis types, but really, there are 10, each with a Light and Heavy designation, plus Airship which doesn't fit into any other category.
The types are:
Ground Vehicle
Grav Vehicle
Unpowered (vehicle/boat)
Powered (boat/ship)
Submersible
Airship
Airplane
Jet
Helicopter
Walker
Hovercraft

Heavy versions, near as I can tell are bigger, more expensive versions, with more hull/volume.

Speed is a factor of TL.

Lets look at Ground Vehicles.
2 Hull/ space. That's 2 Hull points per 250cf.

(Id really like to see that based off of mass rather than volume. If we swap mass directly for volume, then we get 2 Hull per 250kg instead of 250cf. Figure an 1800kg car then would have 7 Hull. That same car has a volume of about 300 cubic feet (0.6 dTons) which would be a single space as written, and only have 2 Hull.

[Seriously, a 2016 Cadillac ATS-V weighs 1800kg, and is 4.7m long, 1.8m wide, and 1.3m tall. Figure its only fills 75% of that cube, we get 8.2 Cubic meters. Its no bigger than a single Mongoose Traveller "Space".

For all ground vehicles, Wheels are assumed standard, with Tracks doubling the cost, and reducing the speed.

The Heavy version of a ground vehicle costs 4 times as much, loses 2 points of agility, and gains an extra hull point per "space".

I'm still not sure what differentiates a ground vehicle chassis from a Grav vehicle chassis, or a hovercraft...one has wheels, one has thruster plates and one an air skirt. But the cahssis should be similar. >shrug<

There is no indication as to how much weight (mass) a vehicle can carry, or pull. The only allocation for a "suped-up" vehicle is the SPEED entry under performance.

There is also no allocation for power plants, its handwaved in the Power Plants sidebar, where PP type is based on TL. Apparently the only thing advanced PPs get you is higher max speed ratings. LOL
Except that Fission and Fusion are available but take a minimum of 10 spaces. Ok, that's 70 cubic meters, or 5 dTons. Not gonna put that in many ground cars.

My biggest two issues are with the Manipulator Arm, and the Brutus Heavy cargo Truck.

As written, the Manipulator arm has a STR and DEX based on TL, from 7 to 15.
I have two issues with this.
First, is the issue that a 250cf-500cf (that's 70-140 times the size of a person BTW) has a STR NO GREATER THAN A PERSON.

2nd: Per the lifting rules, STR and END determine lifting capacity. Well, the Arm has NO END listed. So how do you determine how much it can lift?

IF we assume that being a machine, its END is unlimited, and we use STR in its place, then our biggest STR 15 manipulator arm can lift (15+15) 30kg. WHoa that's a whole 66 lbs. So my Cr15,000 TL 10 manipulator can only lift a bag of dog food???

Ok, lets assume that because our machine has no END, it can lift the 2x (per the lifting rules w/o getting fatigued...that still only 60kg, or 120lbs. That's rediculous. We wont be lifting any cargo crates or shipping containers.

Frankly, I think manipulator arms and cranes should have a flat lifting capacity rather than use the lifting rules for characters. It just makes more sense, the bugger a crane or arm, the more it can lift.

Note that the cargo lifter entry on Pg. 97 makes no mention of its STR or its lifting ability, you have to search through the stat blocks until you see that it has Improved manipulator arms x2. Flipping back to pg 59, we can look up manipulator arms and see that Improved is TL8 with a STR of 15. See my example above. 30Kg. Does the second arm double the lifting capacity? If so, we could (with extrapolation as its NOT DISCUSSED ANYWHERE IN THE RULES) get the lifter up to 120kg (240 lbs). pathetic. I feel this is a huge omission, especially since 1) Players are goin gto ask, "how much can it lift" and 2) How much damage does it do when I hit someone with its club like arm? Neither of which are addressed.

My suggested house rule for vehicles (and battle dress) Lifting/carrying:

Encumbrance:
Vehicles can lift a number of Kg equal to listed STRx10 per arm.

So our TL 7 arm with ST 7 would lift/carry 140kg
TL 7 STR 12 arm would lift/carry 240kg
TL 10 STR 15 Arm would lift/carry 300kg.

What about a heavy crane arm? Extend the table upwards to allow for huge cranes.

Manipulator arms should also be purchased based on lifting capacity not size.


2) Brutus Heavy Truck.

The truck on pg 122 is bigger than a modern semi truck, and has less cargo capacity.

A modern semi-truck with a 53' trailer is about 8 dtons and has a cargo capacity of 18 Tons. The brutus is 15 dTons (60 spaces) and can carry 12.5 tons.

The brutus is twice the size of a semi with less carrying capacity.

Even if the Cargo tonnage is supposed to be dTons, ist still twice the size with only 50% more cargo space. Again I go back to cargo space should not be volume based, as its rarely enclosed. It should be weight (mass) driven.

As for me and my Traveller game, I will not be using the Vehicles book. It will be resigned to the bottom of a hamster cage.

I will simply use existing designs, and add HULL points, or use either the CT, Striker or T20 design charts, ones that make sense.
 
This still doesn't change what I stated before, ONLY those with a High DEX or Athletics rank will have ANY chance at dodging. This is a bad rule.

Everyone should have a CHANCE to dodge, otherwise why bother? Take that VRFGG burst head on....
I agree that it is a strange design choice.

How do you dodge a machine gun burst or even a single bullet? You might evade, e.g. run in zig-zag, but that should affect all attacks (and do very little against a area effect attacks like bursts)?
 
All scheduled maintenance costs are amortised over 12 months for a total of ¹/₁₀₀₀ of ship cost per year, so ¹/₁₂₀₀₀ per month.

We have firmly established that.

So what is required to be done annually at the starport? just One Months worth of maintenance?

And it costs the SAME to have the starport mechanics do the work as it does having the crew do it themselves every month?
 
I agree that it is a strange design choice.

How do you dodge a machine gun burst or even a single bullet? You might evade, e.g. run in zig-zag, but that should affect all attacks (and do very little against a area effect attacks like bursts)?

Consider that, even a point or two of effect on a dodge roll may not keep you from getting hit, but it will certainly reduce the severity of the hit!
 
I agree that it is a strange design choice.

How do you dodge a machine gun burst or even a single bullet? You might evade, e.g. run in zig-zag, but that should affect all attacks (and do very little against a area effect attacks like bursts)?

That's where Diving For Cover comes in.
Pg 73

"A traveler diving for cover inflicts a DM of -2 on every attacker who targets him this round."

"HE must dive behind any object within 1.5m....if there is no cover nearby, the traveler only gets a DM of -1 to attack rolls."

Its good to fight next to cover!

I might suggest that Diving For Cover is still a Dodge, and uses the same mechanic, BUT the character who is diving gets BOTH the dodge effect and the Cover DM.

With the rules as written, you have two options:

Dodge (IF you have ranks or high enough DEX and add them as a -DM)
or
Dive for cover for a DM-2. (DM -1 if no cover available)

The rules mechanics allow for the attacker to use the effect of the attack roll to inflict additional damage. Shouldn't the defender get the same courtesy?

The same should apply to Parrying.


Suggested Rule Revision:

Dodging, Parrying and Diving for Cover:
A Traveller may attempt to dodge an attack, (more of an evade) as a reaction, by testing their Athletics (DEX), Average (8+) and applying the effect as a -DM to the attackers roll. Subsequent actions, and further reactions suffer a cumulative -1 DM this round.

A Traveller may also opt to dive behind available cover, or go prone. "Hit the dirt". The Traveller tests Athletics, as above and imposes a DM of the dodge effect roll, +2 as a negative DM on all attacks targeting him this round. If there is no suitable cover available, the traveler goes prone and only imposes a negative DM of the Dodge effect, +1. The traveler must forgo their next action.

Parrying works as dodging above, but tests the defenders Melee skill.
 
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